Quick question: Is there any out-of-the-box solution to blit a 9-patch image (an image that only resizes in the center, leaving border parts in the original size - used for GUI elements)If not, I'll implement something myself and post it if there's interest.

It's a space combat game. While simpler to play than Starlancer or X-Wing, it still has some simulation elements and missions where you need a little tactic. It's a war against bug-eyed aliens with the usual evil motives and total lack of backstory (so far)It is not really multiplayer in the sense of head-to-head; However, you still get to play with others, as every one is playing on the same galaxy map. You can also pick other players as your wingmen; they are controlled by the AI then, but you take advantage of the weapons they bought and their pilot stats.

The models are from Turbosquid.com

It's strange to have stabilizer fins on a space missile, but every game has them so why not this.

The skybox or rather spacebox was made with a cool free program called Spacescape

The GUI is still pretty much alpha and should become a lot more elegant

Those yellow/green pods are the enemy missiles. Shoot them down fast or your transport ships are historyIn the background is an enemy mothership. It can produce an endless number of fighters

Early version of the equipment screen

The game should be finished in late spring/early summer. It will be free but feature IAPs (which you don't have to buy if you are good enough). Runs best on medium to high class devices (like Galaxy S2 and later). Best to play on a fast tablet.

Hello Egon,what is the default value of Config.vertexBufferSize and is it even worth playing around with the value? I guess I have around 5000-10000 vertices in a typcial scene and aim for mid- to high-class devices.

I make an effort to avoid any active object creation during runtime or methods that create new objects internally. However, as soon as a certain object becomes visible by moving into the viewing frustrum, there are several GCs happening causing a delay of ~200 ms. However, this only happens one time. When they move out of the frustrum or I hide them, and show them again, no more GCs happen.Do any memory intensive things happen when an object becomes visible, and can I preload that somehow? I am already calling build().There is nothing in the Log besides a lot of VBO creation, but disabling them did not help.

well, let's pretend for a moment that I just recently started with the whole Java thing I solved it by

v.set(something(p));

instead of v = something(p);

outside of the method.

Sometimes being too deep within game logic lets you forget the most basic stuff.

post script:Does the getXAxis() method create a new vector internally, and if yes, do you plan to add a parameterized version like getTranslation(SimpleVector) ? Any other ways to elimiate as much object creation as possible besides from not using calcAdd etc. ?